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// Example: Combined post-process using inline functions
// Demonstrates how to chain multiple simple effects without separate classes

#include "sequence_uniforms"
#include "postprocess_inline"

@group(0) @binding(0) var input_sampler: sampler;
@group(0) @binding(1) var input_texture: texture_2d<f32>;
@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams;

struct VertexOutput {
    @builtin(position) position: vec4<f32>,
    @location(0) uv: vec2<f32>,
};

@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VertexOutput {
    var out: VertexOutput;
    let x = f32((vid & 1u) << 1u);
    let y = f32((vid & 2u));
    out.position = vec4<f32>(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0);
    out.uv = vec2<f32>(x, y);
    return out;
}

@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
    // Sample base color
    var color = textureSample(input_texture, input_sampler, in.uv);
    
    // Apply effects in sequence (customize as needed)
    // color = apply_solarize(color, 0.4, 0.4, uniforms.time);
    // color = apply_theme(color, vec3<f32>(1.0, 0.8, 0.6), 0.3);
    color = apply_vignette(color, in.uv, 0.6, 0.1, uniforms.audio_intensity);
    // color = apply_flash(color, uniforms.beat_phase * 0.2);
    
    return color;
}